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[OUTDATED] SSBG Version & To-Do List

LALag_and_Tag_Reboot•Created November 18, 2023
[OUTDATED] SSBG Version & To-Do List
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Note: 1-6 will likely all be done in Pre-Alpha, some of which is already possible to be do / done, so it's possible Alpha is as long or maybe even shorter than pre-alpha... This project shows the Version and To-Do list for the game. The current version is Pre-Alpha and will enter the Alpha before the end of the year. Refer to 'Notes and Credits' if you're confused. Hopefully the Alpha ends before March does. Alpha is the longest remaining phase. Aiming for a May-July release. To- Do: ALPHA STAGE - Import v0.2 of SSBI - Make accessible via hidden Debug Button (only I can see it >:3 This is to test the engine before I officially implement it, in case I can't program for it) - Refine Engine (Smoother attacking animations, launching, running, etc.) - Practice Stage and Character development - Stocks, Timer, Hazards (Graphical Effects), CPU and Presets (Presets default the rules to certain settings. There's Official, Casual, Competitive and Training.) - When ready, make game's roster and select screen - Remaster Ported Roster and Make Clones - Make All Stages (Includes Stage Parallax and environmental details like Rain, Snow or Darkness) BETA STAGE - Finish Rest of Roster (Longest bit) - Solo Modes (Pretty much presets with some differences) - Adapt Alpha playtesting feedback PRE-RELEASE - Update Flashbacks Menu, Extras and anything else I may have missed e.g. Alpha and Beta screenshots or the game's control scheme - Compress the game's file size RELEASE THE GAME!! >:D - Player feedback and v.1.0.1 patches - Turn into an exe so the game is actually a complete PC game, marking the end of SSBG

Description

How to 'Define a version': Planning / Pre-Menu Demo - SSBG's longest and most well-known 'era', these versions lead up to the Menu Demo and took 2 years to make. Most of these I haven't kept great track of. I may release them one day, though it wouldn't really be anything too surprising... Menu Demo - The version that took the longest time to make. It includes everything but the engine / gameplay, so imagine Smash Brawl for example without the Brawl mode or Solo mode. A ton of content, but a way to go. The engine may sound really complex but in all honesty this phase was more time consuming than the engine will be... Pre-Alpha - The shortest phase, it's just any small changes between the Menu Demo and the Alpha. Alpha - This stage is the implemenation of the engine. It's mainly just me learning how to program characters and stages for the engine. Once I feel like I can program the engine in all of its aspects and players can play a full match with varying rules, then the Alpha stage will end. I'm porting over the engine from v0.2 of Super Smash Bros. Infinity (CHECK IT OUT!!) which includes 7 of its characters. I'll remaster them and make as many clones of them as I can, plus some original characters as a training excercise for programming. I'll do other stuff like Rules or making all the stages here. Stages are pretty easy man since I've got all the sprites. It's just gonna be making parralax and particle effects to make them feel alive, e.g. The hills in the Overworld stage or the snow on Shadow Moses. Rules are simple, you can change the Stock and Time count, whether you're playing against a HMN or CPU and Hazards. The game doesn't have hazards, hazards are just turning off particles or anything that'd make the game lag (ironic, ik lol) I'd say Alpha character dev ends with all the SSBI ports being remastered, any clone characters being made and a couple of characters being made. This will end with a roster of 12-18 characters being made pretty easy (Ports or Clones). The final roster is about 26 MAX. Beta - The Menu Demo was all the non-engine content. The Alpha stage was including all of that. This stage is when I can release the game if I wanted. All that will be left to do is make the remaining roster and program Solo modes, which is stringing together fights. Don't underestimate the time this segment will take. The Alpha stage may seem short since there'll be so much to get done in a shorter period of time. This phase will drag out, but it's the final stretch. I might announce the release date by this point. Pre- Release to Release - Self explanatory. This stage will just be me deleting unnecessary code, variables and sprites. I might compress the music and do some other last minute additions like add in more Flashback. But the release date will be out, so yeah... Post- Release - I don't think there'd be anything I'd do here. Just bug fixes, playtesting, maybe some more stages, but yeah. That's it really. I plan to release the game whole, so don't expect anything major after release. But I have said before I'm fine with remixes or people picking up the torch and making SSBG+ or something, idk. I mean, a Scratch Fan Game with 20+ Cast, Stages that feel alive, Singleplayer content, tons of niche references and side content and quality of life inclusions like in game controls or credits make the project feel fleshed out and alive. Complete. The very last thing I'll do is I'll likely convert SSBG post patches into an .exe file and post it somewhere as the final version of SSBG. Theme by @Bob-Omb2 If confused, Character Roster: Mario (RFI), Luigi (SC), Yoshi, Bowser, Donkey Kong, Pikachu, Jigglypuff (SC), Mewtwo, Link (RFI), Ganondorf (SC), Samus (RFI), Kirby, Ness (RFI), Fox, Captain Falcon, Sonic (RFI), Dr. Eggman, Jibanyan, Goku (RFI) and Vegeta (SC). These picks will remain unchanged, it is too late to cut any of these. Dr. Mario (C), Gooigi (C) and Marth are highly likely. RFI = Remaster From [SSB] Infinity SC = Semi-Clone (Similar, but unique enough) C = Clone (Basically an Echo Fighter) There are about 2-3 more characters on top of this that I might do, but these slots are if I'm down to program a couple of more characters. One is a veteran, the other a fresh new clone of a veteran and a brand new character entirely. Stages announced elsewhere and since they've been made, they won't get cut (So no requests please!)

Project Details

Project ID926698866
CreatedNovember 18, 2023
Last ModifiedFebruary 7, 2024
SharedNovember 18, 2023
Visibilityvisible
CommentsAllowed